﻿using UnityEngine;
using System.Collections;

public class bloodthirster : Item {

	void Start () {
		AD = 6;
		Lifesteal = 4;
		AP = 0;
		Health = 0;
		cardName = "The Bloodthirster";
		cardDescription = "Equipped Champion Gains +6 Attack and +4 Lifesteal.";
		initializeItemStuff();
		initializeStuff();
	}
	
	public override float evaluateEquippingItem(Champion champion){
		float hValue = 0;
		hValue += AD * (champion.basicAbilityScalingAd + champion.ultAbilityScalingAd);
		hValue += 10 * champion.numAttacks;
		return hValue;
	}

}
